Property:Ability effect is
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Description: A property used for the short effect of a spell.
Type: string
There are currently 602 items in this property, 116 of which are incomplete, and 0 of which are outdated. |
A
Fatigue damage, Spirit damage, Area of Effect. +
-Empathy skill, -Stamina (stat), allows Empath to attack the undead without shock +
Puncture damage, Slice damage, Impact damage, Fire damage, Cold damage, Electrical damage, Random pair of damage types. Single-target. +
allows preemptive casting of Flush Poisons and Cure Disease; allows Heal to remain active even with no wounds +
+Shield Usage skill, +Stamina (stat), +Strength (stat) +
+Reflex (stat), Balance heal, recovery from immobilization/webbing +
Impact damage, Fire damage, Pulsing single-target attack. +
TM barrier and reflect. +
fluff juggling item +
-Attunement pool regeneration, Immobilizes +
fluff illusion +
+No buffs, -No debuffs, Cold damage, Electrical damage +
+Brawling skill, +Evasion skill +
breathe underwater +
-death's sting or +soul pool (costs 1 favor) +
AOE calm. +
Vivisection damage becomes slicing + random element. +
Unknown +
Unknown +
Creates boggle that will show your location to someone. +
-Stamina (stat), Fatigue damage +
Concentration damage, pulsing drain, causes loss of prepared spell +
Lowers armor value by damaging armor, or causes physical damage to unarmored body parts. +
-Perception skill, random roundtimes to all engaged targets on success. +
Prevents the target from retreating or moving for a short period along with dropping the target to their knees on top success. +
Causes head damage and variable duration stun dependent on success. +
buff properties of crafting tool +
Balance damage +
-Evasion skill +
Slice damage, Cold damage +
Prepares a corpse to become a CFB zombie. +
+Arcana skill, +Enchanting skill +
+Agility (stat), +Reflex (stat), +Brawling skill, +Athletics skill, Vitality loss outside of combat (self), can bite during combat without grappling first +
+Augmentation skill, +Debilitation skill, +Sorcery skill, +Targeted Magic skill, +Utility skill, +Warding skill, -Primary Magic skill, -Augmentation skill, -Debilitation skill, -Targeted Magic skill, -Utility skill, -Warding skill, Rapid alignment change. Nonstandard alignments. +
Physical damage reduction (casting on others drains caster) +
enter astral form +
+Athletics skill +
+Astrology skill, +Attunement skill +
Understand but not speak other languages. +
automatically invoke both Warding and Bonding glyph on death +
Fatigue heal, Pulsing +
+Thievery skill, +Stealth skill, +Light, -Thievery skill, -Stealth skill +
Observe constellations out of season. +
Passively charges worn cambrinth/gaethzen when outdoors while Noumena is active. +
-stuns/unconsciousness +
Spawn that fights alongside Ranger. High threat index (agro tank) with natural "plate" armor. Normal spawn will only fight living, when Plague Spawn (cast in city or with PLS) will only fight corp. undead. +
Summons a previously created Risen. +
B
+Locksmithing skill, +Thievery skill +
Moderate non-ablative barrier vs. Magic, Mind, Fear, or Charm attacks +
prevents combat in room +
+Stamina (stat), +Strength (stat), pulsing status protection +
Impact damage, Summon a lesser naga to attack your foe. Uses Heavy TM timer. +
+Agility (stat), +Reflex (stat), +Strength (stat), Varying bonus amount. +
, , Prevent vitality loss from bleeding +
, , Create focus for personal trail marker +
, , Enhance stats of leather armor at cost of hinderance +
, , extend grave duration +
, , This ability gives a 'nature bonus' to the Ranger. +
+Perception skill, darkvision +
, , Dry self or item +
, , bypass Athletics check for swimming +
, , Clean up room clutter +
, , whisper PC a message at range +
, , preserve meat and flowers +
+Vitality regeneration, , +
Allows CAST {armor type} {area of coverage} +
Replaces Eylhaar's Feast's addiction drawback with a short stun. +
+Attunement pool, +Attunement pool regeneration +
+Damage of weapon-based attacks. +
Impact damage, Fire damage, Balance reduction +
prevents blood loss +
Wound heal, Incoming melee attacks can trigger damage to aggressor plus a true heal on caster. +
Puncture damage, Slice damage, Impact damage, Cold damage, Enable actions that cause damage. Physical damage type varies with the action +
bonds weapon/shield to hand +
Unknown +
Unknown +
Makes teleportation spells easier to cast, reduces the difficulty of using ALIGN Transmogrify and Split, reduces the roundtime of Predict State, removes the penalty for targeting specific skills with predictions. +
Puncture damage, Cold damage, Electrical damage, Single target. Will of Winter changes it from puncture/electrical to puncture/cold. +
Reduces encumbrance. +
-Strength (stat), increases encumbrance +
light flammable object +
+Skinning skill, +Thanatology skill +
Gets body parts for Risen. +
C
Physical damage reduction, Elemental damage reduction/absorption +
+Stamina (stat), Damage reduction. +
-Defensive Factor, Puncture damage, Impact damage, Pre-cast TM. Gives uses of RAGE command to make attacks. +
Makes a zombie! +
Unknown +
Dries you off and prevents weather from affecting you. Protects instruments and other items from damage. +
Slice damage, Fire damage, Less damage than normal, but tends to hit wounded body parts. +
Fire damage, Electrical damage, AoE. +
+Agility (stat), +Balance, Balance heal, auto-stand +
Slice damage, Cold damage, Spirit damage, Spirit heal, Single-strike spirit siphon. +
Creates a tree that allows Empaths to share attunement +
+Appraisal skill, +Trading skill, +Intelligence (stat) +
+Brawling skill, reduces RT for melee attacks, grants functional brawling claws +
+Perception skill +
Unknown +
fire/electric barrier +
+Brigandine skill, +Chain Armor skill, +Light Armor skill, +Plate Armor skill, +Shield Usage skill +
Wound heal, Destroy body parts of a corpse. +
Prepares a corpse to be used as fuel for necromantic healing. +
+Augmentation skill, +Brigandine skill, +Chain Armor skill, +Light Armor skill, +Plate Armor skill +
Triggered Teleport +
Unknown +
Occasional DEPART GUILD with all the benefits of DEPART ALL. +
Final step to create a Risen. +
+Tactics skill, taunt prevents retreating/fleeing +
melee range AoE damage + knockback +
Puncture damage, Slice damage +
freeze water +
Disease heal +
This curse weakens and destablizes the target creature's armor and weapons. +
-Defensive Factor, -Melee accuracy, -Ranged accuracy +
Prerequisite for some Blood Magic and Animation spells. +
+Charisma (stat), voice recovery bonus, and max spirit health buff. +
D
-Agility (stat), -Reflex (stat), -Strength (stat), Sleeps the target you are facing. +
single target TM +
-Melee accuracy, -Ranged accuracy +
-Defensive Factor, applied to blocking with a shield only, possibly drops to knees. +
Area effect stun and knockdown. +
-Discipline (stat), Balance damage +
Increases potency of visions, removes sect preference penalty for divination tools, and increases tool bonding rate. +
Impact damage, Cold damage, Fatigue damage, Single strike. +
-Agility (stat), -Charisma (stat), -Discipline (stat), -Intelligence (stat), -Reflex (stat), -Stamina (stat), -Strength (stat), -Wisdom (stat), debuffs top two only +
Slice damage, Cold damage, Single target. +
Unknown +
Attempts to remove all magic on self. +
dispels one magical effect +
Teaches Thanatology and First Aid. +
Scry on moonbeam (continuous), Project message through moonbeam +
+protection/absorption for armor and shield +
+Wisdom (stat) +
-Balance, Knock-down. Holy damage amplification. Light source. +
+Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, +Brawling skill, Only held melee weapon. Brawling is buffed if no weapon is held. +
Puncture damage, Fire damage, Enables actions that deal damage. +
+Locksmithing skill, +Agility (stat) +
, , , , x2 passive IF regen limit for 10 minutes +
Increases passive regen cap of inner fire pool by around 30%, providing more inner fire out of combat. +
E
+Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, +Slings skill +
Puncture damage, Cold damage +
+Stealth skill, auto-hide effect +
-Balance, knockdown, pulsing AoE, triggers upgraded Whirlwind +
reduces encumbrance +
Changes Heighten Pain, Siphon Vitality, and Blood Burst +
+Attunement skill, +Sorcery skill, +Intelligence (stat) +
+Performance skill, locate on death +
imbue player or object with fluff static charge effect +
Electrical damage, Increase brawling damage, convert brawling damage to electric, convert SK shots to electric +
Nerve damage, AoE, Chance to pull from hiding. +
Cast a TM spell in conjunction with a weapon attack +
Alter charge gain/loss and environmental difficulty modifiers for casting elemental spells +
Create a tier 2 elemental weapon +
Bypasses the Intro spell requirement (Geyser, Gar Zeng, etc.) for all Elemental spellbooks after learning at least one. +
create holy water +
+Athletics skill +
Standard percentage damage barrier against all types +
Wound heal, allows Empath to heal remotely via a conjured vela'tohr plant +
Store fully prepared spells in moonblade +
+Evasion skill, staggers incoming damage over time +
Buffs Trabe Chalice, Regalia, Arbiter's Stylus, Starcrash, and Avtalia Array +
Gain entry into a Necromancer guildhall. +
ablative magic barrier +
+Mana level, Room-wide elemental only. +
Non-ablative elemental damage shield. +
-Defensive Factor, applied to evasion only +
Allows creation of elemental weapons for any melee or thrown weapon skill. +
single target damage + collateral damage +
Periodically searches, with an enhanced perception to the search. Caster sees in dark rooms. +
Pulsing self-invisibility. +
Spirit damage, Vitality heal, Attunement heal, Fatigue heal, Converts spirit health to attunement, vitality, or fatigue. +
F
+Scholarship skill, decreases time between teaching pulses. +
Token amount of damage reduction. Debuffs weapons held by aggressors. +
Erase a negative prediction +
Roll illusory dice. +
Turns harvested material into a (control) fetish for a new Risen. +
Create elemental weapons that do fire damage. +
Impact damage, Fire damage, Single target multi-strike. +
Fire damage, Electrical damage, AoE with a second, half-power attack. +
Impact damage, Fire damage, Single target multi-strike. +
Impact damage, Fire damage, Convert Shockwave from cold/slice damage. +
Pulsing anti-stun/anti-web/auto-standup +
destroy held object +
Poison heal +
+Locksmithing skill +
Create anchor for other spells +
Puncture damage, Slice damage, Impact damage, Damage type determined by weapon used. +
pulsing calm effect on some animals +
Creates a private room. +
Wound heal, heals all wounds/scars +
Slice damage, Cold damage, armor piercing +
G
allows magical research +
Reduces damage from incoming ranged physical attacks, while reducing the accuracy of targeted attacks. It also hides your features, and changes your appearance in the room. +
Splits wounds between necromancer and their CFB zombie or Risen. +
+Empathy skill, +Stamina (stat) +
Refills 25 mana at night. +
return an item to a dead person's hand +
+Parry Ability skill, TM parry +
Fatigue heal, makes corpse easier to drag +
+Perception skill, light source +
+Mana level +
recharges holy weapon +
always retain items regardless of depart option; hinders assailant's ability to aim or target +
+Wisdom (stat), Creates a drink. +
TM integrity barrier for outgoing spells. +
create marriage and divorce roses +
knock-back/knock-down +
Elemental field that converts incoming damage to elemental charge. +
summons combat "pet" +
move object out room, remove self-worn item +
H
, , , , Slowly heals those who share the link with you, as long as they are in the same room. +
Impact damage, Fire damage, Single-strike attack and offensive dispel. +
Allows the caster to parry and shield block without equipment. +
+theft detection/protection +
+Locksmithing skill, +Skinning skill +
webs target (re-triggers on escape) +
Fire damage, Electrical damage, Undead/Demonic/Cursed-only single-strike attack that bypasses shield and armor. +
Fire damage, Electrical damage, Undead-only AoE attack that bypasses shield and armor. +
Gathers "material" to be used later. Teaches Thanatology and Skinning. +
Wound heal, heals scars +
Wound heal +
Vitality damage, Vitality heal, Equalizes the vitality of two linked players, Slows bleeding, poison, disease. +
Allows AE's bolts to redirect to new target after first is dead. +
Damage amplifier +
+Strength (stat), +Stamina (stat) +
damage amplifier +
Vitality heal, Fatigue heal, Spirit heal +
staunch bleeding +
blesses held weapon, sometimes stuns attacker +
Puncture damage, Cold damage, Single-strike attack. +
Prevents spellcasting. +
+Accuracy of weapon-based attacks. +
I
Slice damage, Cold damage, converts TOUCH into an attack +
Create elemental weapons that do cold damage. +
Steal a spell from target allowing you to cast it. +
Naphtha delivered by Paeldryth's Wrath will ignite on impact +
single target immobilization +
+Evasion skill +
+Agility (stat), +Charisma (stat), +Discipline (stat), +Intelligence (stat), +Reflex (stat), +Wisdom (stat), Only two from specific stat pairings. +
Elemental damage reduction. Ablative barrier. +
-damage (from serious hits) +
+Targeted Magic skill +
Increased Burn accuracy and damage based on moons/sun +
J
Increases inner fire gain from all kills against critters, and from strikes in PvP (60 second timer). +
K
-Stealth skill, can reveal the hidden and invisible. +
bless weapon +
Reduces damage from multiple strikes in a short period of time. Each subsequent strike within the time frame is reduced more than the last. +
+Reflex (stat) +
Calm all engaged targets. +
+Tactics skill, +Charisma (stat), pulsing anti-web/immobilization +
Decrease stealth hindrance, anti-locate barrier, blocks hunt +
+Stealth skill +
Attacks using Small Edged weapons ignore enemy's armor and shield. Lasts about 10 seconds. +
+Brawling skill, +Evasion skill +
+Stamina (stat) +
Invisibility on receiving a sufficiently damaging strike +
+Athletics, Balance heal, chance to catch and return throw a weapon thrown at you +
+Agility (stat) +
+Debilitation skill, +Intelligence (stat) +
-Evasion skill, all engaged targets. +
+Strength (stat) +
Chance for a -1/-2 second reduction of roundtime for melee and thrown attacks, disarming traps, picking locks (creature boxes only), and removing/wearing armor in combat +
+First Aid, +Outdoorsmanship +
Prevents engagement +
+Thievery skill, +Discipline (stat) +
-Tactics skill, -Reflex (stat), -Offensive Factor, Tactics is PvP only, OF is PvE only +
Non-ablative, percentage barrier to physical damage. +
remote view of neighboring room, passive spot on hidden +
SvS barrier vs Will. +
decrease advance time while hidden, 0RT sneaking in town +
+Perception skill, darkvision +
Pulsing invisibility. +
Reduces chance of getting caught shoplifting (can reduce to zero) +
+Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, faster aim +
+Backstab skill, +Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, held weapon only +
, , , , An instantaneous meditation, subsuming oneself provides a brief period where the Thief avoids the perception of others. If disrupted, there is a good chance it will quickly reform, though it should not be relied on for long term protection. +
Single target immobilize. +
Instant invisibility and retreat +
Moves object on ground into neighbouring room. +
Stun and possible knockback. +
+Attunement skill, +Perception skill +
L
+Shield Usage skill +
Fire damage, Electrical damage, Single target DFA. +
Foil backtraces and locates +
M
+Engineering skill, +Locksmithing skill +
-Primary Magic skill, chance to interrupt a spell being prepared. +
Puncture damage, Impact damage, Creates a ballista that fires rocks. +
+Defending skill, +Evasion skill +
-Defensive Factor, -Offensive Factor +
-Attunement pool +
ablative physical damage barrier +
+Brawling skill, +Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, +Agility (stat), -Stealth skill, Fire damage, brawling only +
Identify other G'nar Pethians +
Fire damage, Dealt every time target is struck by any source of elemental damage. +
+Discipline (stat), +lead +
Spells cast at you will sometimes go awry +
Creates cloud that gradually restores memories to dead bodies in the area. +
Sense if someone or something is hidden +
+Outdoorsmanship skill, +Skinning skill +
Maintain your ranger bonus while in non-wilderness areas +
Nerve damage, Stun, sleep, disarm. Single target. +
+Intelligence (stat), +Concentration regeneration +
Spirit damage, drains caster's spirit only, AoE offensive dispel. +
+Mana level, -Mana level, boost mana for all types but arcane, penalizes arcane mana +
Nerve damage, AoE stun, sleep, disarm. +
Percentage damage reduction. +
decoy barrier +
+Stealth skill, -Perception skill, Buff is self only, Debuff is AoE +
+Reflex (stat), Balance heal, pulsing recovery +
Self-resurrection provided it's cast before death. +
N
Non-ablative percentage damage barrier that pulses to groupmates. +
Uses item in right hand for TKT. +
Gets you into other sect halls. +
Wound heal, only heals corpses, zombies, or constructs +
+Mana level, More powerful when more people are in the room. +
puts targets to sleep, AoE +
Ward against Charm and Fear spells +
Allows Starlight Aura regeneration under cloud cover or in daylight.
Allows spells that use Starlight to be cast during inclement weather. +
O
+Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, only up to 2 skills at a time. +
+Stealth skill, Removes third-party messaging for Thanatology rituals. +
Solely a RP dancing tool. +
Creates an orb to store cleric buff spells. +
P
Pull or knock back target. +
+Stealth skill +
Puncture damage, Impact damage, armor piercing, single target. +
Increase accuracy of TM spells +
Reduces minimum prep of TM spells +
Increase damage of TM spells +
Reduces accuracy of incoming TM spells +
Decrease difficulty of TM spells +
Cast TM spells as though using more mana +
Reduce penalty from finely targeting a body part +
Reduce spell targeting time +
Improve ability to remain undetected while targeting from stealth +
Detects active aethereal pathways in use nearby. +
change the color of certain spells and cantrips +
ablative vitality barrier +
+Attunement skill, +Attunement pool regeneration +
, , , , A diagnostic link that persists as long as the empath and patient are in the same room. +
Causes immobilization. +
Cursed/Undead-only AoE stun. +
+Evasion skill, +Reflex (stat) +
Impact damage, Fire damage, Cold damage, Area effect pulsing damage. Will of Winter changes it from fire/impact to fire/cold. Ignites and increases the duration and damage of naphtha. +
"X-ray" vision +
+Evasion skill +
+Offensive Factor, -Defensive Factor, parry/shield ignore, Vitality leech, Special attack, Dispel spell +
+Forging skill, +Outfitting skill, +Engineering skill +
+No buffs, -No debuffs, Balance damage +
Shows duration remaining of abilities +
+Primary Magic skill, Provides effective bonus to inner fire skill when calculating inner fire usage, 20% up to a maximum of 50 ranks. +
When disabled (stun/immobilize/web/knockdown), you dive-roll out of the room. +
Extends time before a corpse decays. Teaches Thanatology and First Aid. +
minor illusions, mostly fluff? +
Flat damage reduction and potency barrier against undead. +
Ablative ward against vs. will contested abilities. +
+Parry Ability skill +
Q
Reduces shape/summon/turn rt by 4 seconds. Allows density to be altered. +
Creates construct. +
R
+Melee accuracy, +Ranged accuracy, pulses to group. +
+Mana level, Fatigue damage, self damage, life mana only +
slicing/puncture barrier +
Add prophetic insight, bypass astrological observation timers, and bypass telescope checks for selected random constellations. +
Ablative barrier against Fear attacks and attacks vs. Will. Pulses to group at the level of the Bard's current barrier. +
instant (then pulsing) invisibility +
Wound heal, gradually heals wounds/scars +
Extends the duration of any object created with Earth Magic. +
Improve elemental weapons based on forging techniques known and by holding a very rare metal ingot. +
Restores the lost experience due to death. +
+Alchemy skill, +Arcana skill, +Intelligence (stat) +
Preserves memories after death +
Brings a dead player back to life. +
+Perception skill, Pulses to do a magical search that reveals names and allows you to POINT if you find their source. +
+Defensive Factor, +Offensive Factor, Zombie only. +
teleport PC to your location +
+Brawling skill, +Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill +
Slice damage, Cold damage, Pulsing damage to melee range. +
Allows PFE, Rejuv, Bless, MPP, MaPP, SoS to be <tt>cast</tt> <tt>group</tt>. +
Puncture damage, Impact damage, Pulsing AoE melee damage. Triggered damage at pole/melee engagement change. +
Allows the caster to designate a room. The caster can then teleport back to this room even when there are no moons in the sky. +
+Stealth skill, obscures exits +
Reduces visible Divine Outrage. Removes Transcendental Necromancy spells while in effect. +
Reduced attunement when casting, freezes attunement regen, spells pierce integrity barriers +
Hides 1-7 Transcendental Necromancy buffs. +
The first hit registered in X seconds is completely negated.
Vitality shield even while hit-negation is on cool down. +
+primary physical damage type/balance/power of held weapon +
S
Significantly reduces time to full targeting prep, makes SLS multi-hit +
+Augmentation skill, +Debilitation skill, +Utility skill, +Warding skill, Only one at a time +
Reactive and non-protective anti-magic defense. +
-Discipline (stat), -Reflex (stat) +
increases capacity by 30%, prevents stored mana from leaking +
+Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, +Slings skill, enables dual load +
+Evasion skill, mental link to PC +
barrier vs. Charm and Fear +
+Perception skill, +Reflex (stat) +
+Defending skill, +Shield Usage skill +
Very strong integrity magic barrier. Drains inner fire on block. Increases roar cost. +
Makes enemies flee the room. +
latent triggered immobilization, mental link to PC +
Creates a mirror that scries on a PC (continuous) +
living vault +
+No buffs, -No debuffs, AOE webbing +
+Attunement pool, Attunement heal, Lunar magic users only +
shape moonblade to Small Edged, Large Edged, Twohanded Edged, or Staves forms +
+Shield Usage skill, Conjures a shield +
moves moonbeam +
Create elemental weapons that do electric damage. +
Slice damage, Cold damage, AoE damage. May knock back engaged targets or push them out of the room entirely. +
Changes the look and stats of the basic moonblade +
+No buffs, -No debuffs, Puncture damage, Slice damage, Targets damage to skin and nerves. Worsens bleeding wounds and interferes with tending. +
Fire damage, Cold damage, Vitality heal, Single target, restores vitality to caster +
+Brigandine skill, +Chain Armor skill, +Light Armor skill, reduces stealth hindrance +
-Stealth skill, Knock out of hiding. +
Slice damage, Impact damage, multistrike AoE. +
Showing 1 related entity.